Please post any bugs or issues you find in 2.7.0 in this thread. Development suggestions need to go in the other thread.__________________Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.

Originally Posted by BrianReddusThe Comms chat is obscured by the Customize Ship button on the console select screen.

Note that Comms chat and the Customize Ship button are activated by different console positions. A workaround is not to select Helm/Mainscreen and Comms at the same time. I also don't know if changing the resolution would fix the issue. (I saw it on 800x600 resolution, but didn't check any others)

1024 x 768 was ok too. Probably just the 800 x 600 resolution, then. That resolution has issues with the torpedo buttons on bigger ships, too.__________________Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.

Originally Posted by MarkBell1024 x 768 was ok too. Probably just the 800 x 600 resolution, then. That resolution has issues with the torpedo buttons on bigger ships, too.

Not to mention that the GameMaster and Ready to Play buttons overlap. And you are limited to only 3 custom Comms buttons. And (I think) there are more ordinance options than space for the Comms buttons.

I honestly would recommend dropping 800x600, but it is extremely convenient for playtesting with multiple consoles.

I've looked over the vesselData file. I understood that the Scout and Light Cruiser were supposed to have the largest supply of probes, beacons and tags, and yet the TSN Scout has the smallest supply, with only 3 of each. The Missile Cruiser actually has the largest supply, with 12 beacons, 15 probes and 6 tags. And the Ximni Scout has 5 of each, which isn't consistent with the TSN Scout. Is this intentional?

According to the patch notes, when an anomaly containing a beacon is created in a script, it can be set with the type of monster it will affect, and whether it will repel or attract. However, when the anomaly is picked up, the beacon is added to the ship's supply of ordinance, and the beacon can be reprogrammed before it's fired. Assuming the same thing happens in non-script game modes, this feature is useless, there's no need to list what the beacon will attract/repel.

EDIT: I've discovered that this isn't an issue. The Bio Beacon, when dropped, appears as an anomaly on Science, and can be scanned as usual. Although it works as stated to attract or repel the stated monster type, it can be picked back up by the player and reprogrammed to be launched again. If used in a script, it can be placed to attract or repel a monster, perhaps requiring the players to pick it up in order to stop that.

According to Mike (who spoke to Thom) the Bio Beacon will run out of power after a time. Presumably, it will have to be picked up and recharged, so it can be used again. The reason for the post above is that I assumed the Bio Beacon didn't operate until it was picked up and launched, but apparently it does.

Looking at the artemis.ini file, the "data" for torpedoes has been significantly reduced. The code for changing torpedo speed and damage has disappeared, as well as their build times. Is it still possible to modify these elements?

Current code:

; ----------------------- Homing Torpedo Data --------------------------------; SETTING: lowStartStationTorpHom; USE: least possible number of torps at each station at start of game; ACCEPTABLE: 0 to ?lowStartStationTorpHom=10; SETTING: highStartStationTorpHom; USE: most possible number of torps at each station at start of game; ACCEPTABLE: 0 to ?highStartStationTorpHom=30

This was original (please note, values have been modified for the TSN Mod):

; ----------------------- Homing Torpedo Data --------------------------------; SETTING: lowStartStationTorp1; USE: least possible number of torps at each station at start of game; ACCEPTABLE: 0 to ?lowStartStationTorp1=10; SETTING: highStartStationTorp1; USE: most possible number of torps at each station at start of game; ACCEPTABLE: 0 to ?highStartStationTorp1=30; SETTING: damageTorp1; USE: damage done to a target's shield or hull; ACCEPTABLE: 0 to ?; TSN S9 damageTorp1=60damageTorp1=30; SETTING: speedTorp1; USE: speed of this torp in flight; ACCEPTABLE: 0.01 to 30speedTorp1=5; SETTING: minutesToProduceTorp1; USE: number of minutes it takes a station to make this type of torpedo; ACCEPTABLE: 1 to 30minutesToProduceTorp1=4

I have confirmed that neither damageTorp1, speedTorp1, minutesToProduceTorp1, damageTorpHom, speedTorpHom or minutesToProduceTorpHom work. Apparently it is no longer possible to change the damage of Homing Torpedoes.

My suggestion would be to define a Homing Torpedo damage value, and another value for global Torpedo speed. Don't bother with individual damage on the torpedo types any more, just make Homing modifiable. Optionally, there could be one value for Homing Torpedoes and another for fighter Missiles.

I repeat my suggestion to allow a "Spread" option, which allows multiple Homings to be fired at one time. This would allow the same ability to modify damage, but by setting the maximum number of Homings fired in a spread, instead of the damage itself. With the BioBeacon selector, we already have an interface that could be used for that. The selector could even have a multiple target option.

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